occluder_2d

2D: blocks 2D light; lights with shadows cast hard shadows behind it. shape "box" (size, bottom middle on the position), "polygon" (points) or "sprite" (traced from the object's sprite outline, as a convex hull).

In scene text

occluder_2d { height 1  shape "…"  size (0, 1, 0) }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 7

FieldTypeUnit / rangeWhat it does
heightnumberunits, 0 … 10000Drop shadow height; zero uses sprite or shape height.
shapetext—box
size(x, y, z)unitsBox: width, height (its bottom middle sits on the position).
offset(x, y, z)unitsMoves the shape from the position.
pointslist of text—Polygon: corners "x y" in world units from the position.
masknumber1 … 65535Light layers it blocks (bit mask).
enabledtrue / false—On.
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